Difference between revisions of "Talk:Ground Combat"

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:'''Critical Mass (10)'''
 
:'''Critical Mass (10)'''
 
===Land Dreadnought===
 
===Land Dreadnought===
 +
 +
:Indirect Fire: 3
 +
:Anti-Air: 4
 +
:Attack: 6
 +
:Defense: 4
 +
:Mobility: 1
 +
:Hits: 3
 +
:Save: 5
 +
:'''Big Guns (9)'''
 +
 +
 
====Examples====
 
====Examples====
 +
 +
1 x Kikou Amida (TL 5; +1 Long Range Targeting, +2 Missiles, +2 Beam cannon)
 +
:Indirect Fire: 4
 +
:Anti-Air: 4
 +
:Attack: 10
 +
:Defense: 4
 +
:Mobility: 1
 +
:Hits: 3
 +
:Save: 5
 +
:'''Big Guns (9)'''
 +
::Long range targeting was assumed to add +1 to Indirect Fire.
  
 
===Artillery===
 
===Artillery===

Revision as of 14:15, 22 February 2015

Example Units

Skilled Infantry (1000)

Attack: 2
Defense: 4
Mobility: 1
Hits: 1
Save: 6
Infantry, Legion

Examples

20000 x Kozunese Höheishinda (TL5 60pp/4u: +2 armour, +1 shields, +1 weapons, +1 melee)

Attack: 7 (Melee 8)
Defense: 8
Mobility: 2
Hits: 2
Save: 5
Crushing Melee (10), Infantry, Reinforced

20000 x Belmarian Orc Rifles (TL4 32pp/4u: +2 armour, +1 weapons, +1 melee)

Attack: 7 (Melee 8)
Defense: 8
Mobility: 1
Hits: 2
Save: 5
Crushing Melee (10), Infantry, Reinforced
They behave as if they have powered armour, including that orcs eat ether for their toughness. Why? Who the fuck knows?

20000 x Frankish Regulars (TL4 24pp/2u: +1 armour, +1 weapons)

Attack: 7
Defense: 8
Mobility: 1
Hits: 1
Save: 5
Infantry, Reinforced

20000 x Black Frank Fusiliers (TL5 70pp/4u: +1 armour, +1 weapons, +1 shields, +1 mobility, +1 fast tracking, x1 boosters)

Attack: 7
Defense: 8
Mobility: 4
Hits: 1
Save: 5
Fast Tracking, Infantry, Reinforced

20000 x Mith Nara Regulars (ML5 65pp/2+4u: +4 armour (-3 mobility), +4 melee, +2 mobility, +2 mages)

Attack: 6 (Melee 10)
Defense: 8
Mobility: 0
Hits: 2
Save: 3
Close Assault, Crushing Melee (7), Infantry, Mages II, Reinforced
Scary as shit.

20000 x Tyran Urbs Thorakitai (TL5 55pp/14u: +4 armour, +1 shields +1 weapons +4 mobility)

Attack: 7
Defense: 8
Mobility: 6 (they need a trait for this)
Hits: 2
Save: 3
Infantry, Reinforced

20000 x Lost Ground Infantry -post refit- (ML5 60pp/2+4u: +2 armour (+2 shields), +1 melee (+1 melee), +2 mages, +1 multifusion)

Attack: 6 (Melee 8)
Defense: 8
Mobility: 2
Hits: 3
Save: 5
Close Assault, Crushing Melee (9), Infantry, Mage II, Reinforced

Elite Infantry (1000)

Attack: 3
Defense: 6
Mobility: 2
Hits: 1
Save: 5
Infantry, Legion, Morale

Examples

2000 x Kozunese Imperial Bodyguard (TL5 60pp/6u: +3 armour, +1 melee, +1 loyalty)

Attack: 4 (Melee 5)
Defense: 7
Mobility: 2
Hits: 2
Save: 3
Crushing Melee (10), Infantry, Morale Extreme, Reinforced

2000 x Black Frank Storm Troopers (TL5 70pp/6u: +2 armour, +1 shields, +1 weapons, +1 fast tracking, x1 boosters)

Attack: 5
Defense: 7
Mobility: 4
Hits: 2
Save: 4
Fast Tracking, Infantry, Morale, Paratroopers, Reinforced

2000 x Thersonian Sturmpioneers (TL4 40pp/2u: +1 armour, +1 weapons, +1 engineering, +1 demolitions)

Attack: 5
Defense: 7
Mobility: 2
Hits: 1
Save: 4
Demolitions, Engineers, Infantry, Morale, Reinforced
Probably only Demolitions or Engineers will count.

2000 x Belmar Royal Stormtroopers (TL5 40pp/4u: +2 armour, +1 weapons)

Attack: 5
Defense: 7
Mobility: 2
Hits: 2
Save: 4
Infantry, Morale, Reinforced

2000 x Tyran Blood Hunters (TL5 110pp/10u: +2 stealth, +4 mobility, +1 urban training, +1 sensors, +2 armour)

Attack: 5
Defense: 7
Mobility: 6
Hits: 2
Save: 4
Cloaking, Infantry, Morale, Reinforced, Sensors, Urban Combat

Special Forces

Examples

100 x Samothracian Hoplites (TL10 280pp/28u: +1 sensors, +1 ecm, +1 armour, +2 melee, +5 melee (+5 shields), +5 mobility (+5 mobility)

Attack: 3 (Melee 10)
Defense: 5
Mobility: 17
Hits: 4
Save: 2
Crushing Melee (4), ECM, Elite II, Infantry, Morale, Reinforced, Sensors

100 x Marionettes (TL10 110pp/4+3u: +2 intelligence, +2 armour (+2 shield), +2 mobility, +1 boosters, +2 melee (+2 melee), +3 mages, +1 regeneration)

Attack: 3 (Melee 7)
Defense: 5
Mobility: 7
Hits: 5
Save: 2
Close Assault, Crushing Melee (7), Elite II, Infantry, Morale, Paradrop, Regeneration I, Reinforced, Intelligent Robotic

100 x Belmarian Anderekommandoes (TL5 10pp/2u)

Attack: 3
Defense: 5
Mobility: 3
Hits: 3
Save: 3
Elite II, Infantry, Morale, Reinforced

100 x Mith Naran Margrave's Elite (TL5 70pp/1+3u: +4 armour (-3 mobility), +4 melee, +2 mobility, +3 mages)

Attack: 3 (Melee 7)
Defense: 5
Mobility: 2
Hits: 4
Save: 0 (too much armour)
Close Assault, Crushing Melee (7), Elite II, Infantry, Morale, Reinforced

100x FORCE Commandos (Special Forces) (TL5, 80pp, 2u +1(2) Infantry Weapons, +1 Body Armor, +1 Shields/Point Defense, +1 Thermoptic Camouflage, +1(2) Combat AI Support)

Attack: 5
Defense: 5
Mobility: 4
Hits: 3
Save: 2
Elite II, Infantry, Morale, Reinforced

Light Mecha

Examples

Hyperadvanced Armour

Examples

1 Inorganic Angel Jibril (Hyper Advanced Armor) (TM12, 25.2pp, 1.4u, +0(2) Mind, +0(2) Korite, +2 Armor, +2 Shield, +3 Boosters, +0(1) Sensors, +1 ECM, +1 Regeneration, +3 Active Effect - Human Transformation, +3 Mage III)

Anti-Air: 1
Attack: 3
Defense: 2
Mobility: 8
Hits: 3
Save: 4
Critical Mass (10), Mecha, Paradrop(?), Regeneration I, Mage III

Infantry Carrier

Examples

Light Armour

Examples

Armour

Examples

Very Heavy Armour

Examples

HT-48 Salamander Heavy Hovertanks (Heavy Armor) (TL5, 45pp, 3 U, +1(2) Heavy Cannon, +1 Fast Tracking Weapons, +1 Shields/Point Defense, +1 Armor, +1 AG Boosters, +1(2) Combat AI Support)

Indirect Fire: 0
Anti-Air: 0
Attack: 7
Defense: 5
Mobility: 4
Hits: 2
Save: 6
Big Guns (10), Shock Attack, Vehicle, Paradrop(?)

Mobile Gun Fort

Indirect Fire: 1
Anti-Air: 1
Attack: 3
Defense: 2
Mobility: 1
Hits: 1
Save: 6
Critical Mass (10)

Examples

1x Freeman Empire M-884 Heavy Battleplatform (Land) (TM11, 132 pp/10, 5u, +2 AI, +2 Heavy Kraftcannons, +2 Primium Armor, +2 Shields, +1 AG, +1 Sensors, +1 Regeneration)

Indirect Fire: 1
Anti-Air: 1
Attack: 5
Defense: 2
Mobility: 3
Hits: 3
Save: 5
Critical Mass (10)

Land Dreadnought

Indirect Fire: 3
Anti-Air: 4
Attack: 6
Defense: 4
Mobility: 1
Hits: 3
Save: 5
Big Guns (9)


Examples

1 x Kikou Amida (TL 5; +1 Long Range Targeting, +2 Missiles, +2 Beam cannon)

Indirect Fire: 4
Anti-Air: 4
Attack: 10
Defense: 4
Mobility: 1
Hits: 3
Save: 5
Big Guns (9)
Long range targeting was assumed to add +1 to Indirect Fire.

Artillery

Examples

Fortress

Examples

Former Simple Units

Simple Skilled Infantry (1000)

Attack: 1
Defense: 2
Mobility: 1
Hits: 1
Save: 6
Close Assault, Infantry, Legion

Simple Elite Infantry (1000)

Attack: 2
Defense: 4
Mobility: 2
Hits: 1
Save: 5
Close Assault, Infantry, Legion, Morale

Simple Special Forces (50)

Attack: 1
Defense: 3
Mobility: 3
Hits: 1
Save: 3
Cover, Close Assault, Infantry, Morale, Special Operations

Very Heavy Infantry (50)

Attack: 2
Defense: 2
Mobility: 1
Hits: 1
Save: 5
Close Assault, Infantry

Giant Infantry (10)

Attack: 4
Defense: 3
Mobility: 1
Hits: 2
Save: 5
Close Assault, Infantry

Towed Artillery (50)

Indirect Fire: 2
Attack: 2
Defense: 3
Mobility: 0
Hits: 1
Save: N/A
Big Guns (9)

Siege Gun (50)

Indirect Fire: 4
Attack: 0
Defense: 0
Mobility: 0
Hits: 1
Save: N/A
Big Guns (8)

Light Cavalry (500)

Attack: 2
Defense: 1
Mobility: 4
Hits: 1
Save: 9
Cavalry, Close Assault

Medium Cavalry (500)

Attack: 3
Defense: 2
Mobility: 4
Hits: 1
Save: 8
Cavalry, Close Assault

Heavy Cavalry (100)

Attack: 3
Defense: 2
Mobility: 3
Hits: 1
Save: 7
Cavalry, Close Assault, Shock Attack

Very Heavy Cavalry (100)

Attack: 4
Defense: 2
Mobility: 2
Hits: 2
Save: 7
Cavalry, Close Assault, Shock Attack

Monstrous Cavalry (10)

Attack: 5
Defense: 3
Mobility: 2
Hits: 2
Save: 6
Close Assault, Shock Attack

Comments/Observations

  • +2 weapons right now seems like an obligatory pick. One unit with +2 weapons has the same firepower as a group of four of the same unit without it. That's not even going into the fact that +1/2 weapons also improve defense
  • There don't appear to be any caps that improve defense, aside from +attack?
  • Clarity issue: does +1 regeneration halve stat loss and +2 regeneration halve it again, or is +2 regeneration functionally useless?